The Evil Within 2 - Nitro Rad

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Published 2017-10-19

All Comments (21)
  • i love how Sebastian looks back for a second when he's running , that attention to detail is really nice
  • @jasonreed2270
    The reason the match mechanic was removed for this one is because the "Haunted" were manifested from Ruvik's subconscious. He was burned by fire and hates it and so the haunted were vulnerable to it. Sure, The "Lost" can be burned too but they react to it as much as any other human would but they are not manifested from Ruvik's fear of fire. They are different creatures overall.
  • @jackpandora3160
    Best part of evil within 2, after you beat the game for the first time, and this is quoted you get "the greatest gift of all. A more cinematic way to play! Youve unlocked the cinematic aspect ratio!" And its exactly like evil within 1
  • @Maioly
    FUN FACT? I recently discovered that Sebastian's entire character backstory was completely re-writer REALLY shortly before the original game's release, which adds to some of the plot confusion with that one
  • @MattYansmuck
    That old boss rush section later in the game was so damn cool.
  • @theglitch1815
    "Or the SAFE bet with the pyramid head influenced monster" I see what you did there.
  • @marxxplaysgames
    NitroRad, you're not an idiot for loving the lunging takedowns. Honestly, I could watch em all day
  • The reviewer is correct, if you dive straight into this game using the exact same strategy that you used in the first game you will quickly find that things won't work out too well for you.
  • @felman87
    Fight or Flight. What you were talking about in the beginning, about having to decide to fight or run. It's tense because you need to make a decision in a split-second. Whereas a game like Outlast or Call of Duty, there's no choice. You're either running or shooting. No in-between.
  • @lolrus5555
    To be fair, while I also missed the inclusion of the match mechanic and how fire was nerfed in general, (my heart yearned for those OHK incendiary agony harpoon bolts) it made sense from a plot perspective. The Haunted were weak to fire and reacted with such human pain to it due to Ruvik's trauma regarding fire. The first STEM was his mental world and the enemies', from their tortured appearances to their weaknesses, reflected that. Union is apparently an amalgamation of various minds and none of the antagonists in particular had any fear of fire (hell, Theodore made a point of decorating his part of Union and his followers with fire), and as such, fire, whether it comes from incendiary bolts or gasoline, loses it's effectiveness. Gameplay- wise, I really miss it, but from a theme and plot perspective, I really like how it differentiates the Union STEM from the Beacon STEM.
  • @eedoan
    "What the hell is going on?" "What is this" "wtf", c'mon Sebastian, you know what's going on
  • @raikohzx4323
    so basically it accomplished what Silent Hill Downpour wished it could've done
  • @magetsalive5162
    For your point at around 5:00, I think I understand. With games focused on running and hiding, you know that as long as you've broken sight lines and get to a hiding spot, you've made the "right" choice - you're all but guaranteed to be safe. But when running with combat as an option, you can have these moments of indecision where you try to weigh if it's better to turn around and fight a little to get yourself some breathing room, or just book it and save resources. Combine that with the fact that it's getting closer and closer, slowly eating away your time to decide… There are multiple "right" choices, but if your execution is subpar, you could fail. Especially if you're the kind of player who tries to think through their decisions or tries to play efficiently, I can see it being a tense situation, if nothing else.
  • I flat out love the part where your just laughing and just having complete fun with the game.
  • 5:02 Holy molly O_O , and I thought that I was the only one with that idea. Strength of a great horror game is instilling uncertainty. The uncertainty you describe (when to fight and when to flight ) is quite prevalent in SH1-4 and Resident Evil 1 HD. And, for example, if SH only focused on fight responses, it'd become RE4, and if it only focused on flight responses, then it'd become SH Shattered Memories.
  • @YuniX2
    I'll never understand crafting hate. I can see how it would be a pain in horror games, but I mainly play RPGs and man, I could spend hours crafting, trying to figure out all the item combinations, and hunting for recipes. SO satisfying when you find out how to make a new item.
  • @Cawktism
    this is formally dubbed as the "nitrolaugh" video XD
  • @murlocsage595
    I love those giggles of yours when you were talking about the stealth takedowns. Honestly put such a large smile on my face.